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Contraband

Summary

Project Information

Genre:

Company:

Time in Role:

Engine:

Platform:

Primary Role:

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Open World Co-Op Adventure

Avalanche Studios
October 2024 - October 2025

Proprietary Engine (Apex)

PC and Xbox

Experienced World Designer

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Description

Responsibilities

World Design:

  • On Contraband, I was responsible for building a seamless open-world experience inside Avalanche’s proprietary Apex engine. My work combined worldbuilding, gameplay design, and technical implementation to ensure both the creative vision and systemic needs were met.

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  • Collaborated closely with environment art, mission design, and tech teams to ensure a cohesive open-world and smooth integration across disciplines.

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  • I worked extensively with Apex’s terrain, road, and water tools to shape large sections of the world, with a focus on the needs of the mission locations, gameplay flow, road network , and overall performance.​

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  • ​Designed and implemented mission content, from initial concept to final integration, ensuring it aligned with player experience and overall world design.​​​​

  • I developed the game’s road network, ensuring it delivered a butter-smooth driving and combat experience, while also supporting systems such as AI convoys, player navigation, and the world sim.

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  • To make driving fun and dynamic, I placed shortcuts, cinematic jumps, destructible roadside objects and enemy ambushers.

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  • I designed and implemented a variety of side content and activities:

    • Challenge dungeons with a focus on traversal, destruction, and puzzlely gameplay.

    • Large-scale destruction derbies leveraging systemic chaos.

    • Races across different biomes.

© 2025 by Sebastian Binder

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